Controller(UnityPool pool, IPlayerInfoHolder playerInfoHolder, IGameInfoHolder gameInfoHolder) { _pool = pool; _playerInfoHolder = playerInfoHolder; _gameInfoHolder = gameInfoHolder; _playerInfoHolder.MaxCourseChanged += OpenCourseByNumber; }
void ClickCB(UnityPool pool) { GameObject go = pool.Get(); var pos = Mouse.current.position.ReadValue(); go.transform.SetParent(TopLayer.Node, false); RectTransformUtility.ScreenPointToLocalPointInRectangle(TopLayer.Node, pos, UIMgr.Instance.UICamera, out Vector2 relatePos); go.transform.GetComponent <RectTransform>().anchoredPosition = relatePos; }
public Controller(UnityPool pool, IReasonHandler reasonHandler, IPlayerInfoHolder playerInfoHolder, IGameInfoHolder gameInfoHolder) { _pool = pool; _playerInfoHolder = playerInfoHolder; _gameInfoHolder = gameInfoHolder; _reasonHandler = reasonHandler; _reasonHandler.ReasonOpened += OpenReason; }
Controller(IPlayerInfoHolder playerInfoHolder, UnityPool pool, ITasksHandler tasksHandler, ITaskMessagesHandler taskMessagesHandler, IPersonalLifeHandler personalLifeHandler) { _pool = pool; _taskMessages = new TaskMessage[3]; _taskMessagesHandler = taskMessagesHandler; _personalLifeHandler = personalLifeHandler; _tasksHandler = tasksHandler; _playerInfoHolder = playerInfoHolder; _taskMessagesHandler.AddMessage += ShowTaskMessage; _tasksHandler.CompleteTask += HideTask; }
private void Awake() { var v_transform = transform; _pool = new UnityPool(_bodyPrefab, GlobalConstants.PlayerBodyMaxCapacity, v_transform); _playerController = ManagerFactory.Get <PlayerController>(); _bodyList = new List <Transform>(GlobalConstants.PlayerBodyMaxCapacity) { _playerController.transform }; _meshRenderers = new List <MeshRenderer>(GlobalConstants.PlayerBodyMaxCapacity); }
private void ConstructPools() { SortSteeringPoolEntries(); for (int i = 0; i < SteeringPoolEntries.Count; i++) { UnityPool newPool = UnityPoolTable.instance.AddPool(SteeringPoolEntries[i]); newPool.transform.parent = transform; _pools.Add(newPool); } }
private void Awake() { _Instance = this; _Pool = new Queue <GameObject>(); if (_DoPrewarm) { Add(_PrewarmCount); } Debug.Log("Pool for type " + typeof(T).Name + " Objects : " + _Pool.Count); }
void ConstructPools() { _infos.Sort((a, b) => a.model.type.CompareTo(b.model.type)); for (int i = 0; i < _infos.Count; i++) { GameObject go = new GameObject(); go.transform.parent = transform; UnityPool pool = go.AddComponent <UnityPool>(); pool.Construct(_infos[i].model, _expand); pool.SetSize(_poolCapacity); _poolByType.Add(pool); } }
private IEnumerator TPObjectPoolSpawnObjects(UnityPool <GameObject> pool) { isRunning = true; GameObject prevObj = pool.Get(); prevObj.transform.position = RandomSystem.InsideUnitSquare() * 5; while (run) { yield return(ExampleHelper.WaitSecond); pool.Push(prevObj); prevObj = pool.Get(); prevObj.transform.position = RandomSystem.InsideUnitSquare() * 5; prevObj.SetActive(true); } isRunning = false; }
protected override void Awake() { base.Awake(); _pool = new UnityPool(_prefab.gameObject, GlobalConstants.RockMaxCapacity, _parent); }
public ResourceProvider(UnityPool viewEnumPool) { _viewEnumPool = viewEnumPool; }
private void Awake() { _bulletPool = new UnityPool <Bullet>("Bullets", 512, _bulletPrefab, null); _activeBullets = new List <Bullet>(512); }